It’s too basic. It’s not about how much damage is dealt, or how much health they have. It’s the tactics.
The general enemy populace simply isn’t very capable and are made for the lowest common denominator.
- They’re too slow
- They don’t have many abilities
- They don’t have a hierarchy so all of them are equally difficult & dangerous. (a Bear or Draugr are as dangerous as a normal Bandit)
- They don’t change tactics when health is low
- they’re always in clusters of three
- their notice range of sight is very small
All in all, It’s almost a walking simulator.
You don’t have to think when fighting them. Which is a flaw for Overland and the Story.
When you’re thinking - you are engaged, if you’re not thinking you’ll get bored and play something else.
(Edit: the problem isn’t the player gear or cp. I’ve played fresh characters with no assistance from my main. I never use CP with new characters until they reach level 50. It doesn’t help.
Also my main is a tank for the most part with minor changes for Overland DPS.
CP & Gear are not the problem.
They never were)
That’s what makes the endgame content the best gameplay content in the game. They keep you thinking and on your toes. Not only is it hard but is engaging and that makes it memorable.
(Edit: that’s what many people love about PvP, because it feels like that’s the only place that makes you actually think about what you’re doing)
When it comes to the main narrative bad guy,
@exeeter702 made a great point.
Nothing is more damning to the video game medium of story telling than having an antagonist of a given narrative posses zero capabilities of producing a failure condition to a player. You can have a middle ground that at the very least the game asks of its players to give some effort for a final encounter instead of smothering them with visual spectacle so it can superficially feel grandiose where the win condition requires nothing more than stepping out of a ground effect and left clicking every 1 second.
Do I have the perfect solution for this problem? No.
I am merely pointing out what the issue really is.
It’s not that enemies lack health or don’t do enough damage, it’s that they don’t do enough period. They’re basically neutered.
Making the majority of Overland a bore, and the saving grace is the storytelling - Except when it comes to Main Story Bosses, those are always a major letdown that really undermine the narratives they build up.
Only repeatable activities get interesting gameplay mechanics and tactics.